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'PlanetSide 2' Update Adds Multitude Of Fixes And Improvements

PlanetSide 2 takes all the groundbreaking features from the original game – massive multiplayer battles, distinctive empires to rally around, and enormous continents to support intense ground and air combat – and adds features that modern gamers have come to expect out of the FPS and MMO genres.

Across the continents of Auraxis, thousands of players will come together in enormous battles to win control of territory and resources for their empire. With an extensive skill tree and a free-form class-based system, players will be able to customize their soldier, weapons and vehicles to match their play-style, or the needs of their squad, outfit or empire. Battles can last for days or weeks, so players will need to build real alliances and combat outfits to take on long-term strategic and tactical initiatives. With air, ground and seaborne combat, the battles are more intense than ever.

Various character, vehicle and artillery customization features will be available to players constructing the perfect fighter for their favorite of the three empires: The Terran Republic (the conservative, authoritative nation aiming to reunite the clashing factions), The New Conglomerate (a liberated faction fighting to remaining free) or The Vanu Sovereignty (technophiles seeking to develop and exploit alien technology). Also, an in-depth and adaptive class system – with ranks, unlockable traits and skill sets – will give players complete control over their online warrior.

PlanetSide 2 received a consignment of updates, including improvements to infantry, vehicles, UI, experience, facilities, audio and items.

Live Update 02 is only the start of bigger and better things planned for addition to the game this year. The development team has been actively listening to community feedback, creating this update to tackle the biggest issues they have seen and been notified about thus far.

General Updates

Client performance improvements

Client stability improvements

Infantry Updates

Spotting

Repeated spotting without a valid target will now put your ability to spot on cooldown.

Spotting an enemy at 30+ meters now has to be more precise.

You now have to be closer to the center of the target to see their nameplate.

Existing Weapon tuning changes

Added medals to all weapons that were missing them.

VS Pistols

Increased iron sight accuracy, from 0.5 to 0.4.

All shotguns

Lowered vertical recoil, from 1.75 to 1.5 per shot.

Reduced accuracy loss per shot, from 1.0 to 0.5.

Increased damage falloff range. Damage used to start scaling at 5m and end at 15m. Now it starts at 8m and ends at 20m.

Jackhammer

Lowered vertical recoil, from 1.75 to 1.2 per shot.

Reduced accuracy loss per shot, from 1.0 to 0.5.

Increased damage falloff range. Damage used to start scaling at 5m and end at 30m. Now it starts at 12m and still ends at 30m.

Very small adjustment to reload times. Cut 100 whole milliseconds off the reload chamber time and added it to the reload empty time. It's now 2 seconds to reload when reloading with at least one bullet remaining and 3 seconds if empty.

TX2 Emperor

Fixed audio not playing when in iron sights.

Underbarrel grenade launchers

Fixed underbarrel grenade launchers not doing any damage after a reload.

Grenade rounds must now travel at least 10 meters before they arm and explode.

Underbarrel Grenades

Increased internal radius damage, from 1125 to 1250.

Reduced internal damage radius by 0.5 of a meter

Reduced external damage radius by 1 meter.

End result with these is that direct and near misses are stronger, but the overall explosive radius is smaller.

Frag & Sticky grenades

Reduced external explosion radius by 1 meter.

Misc Changes & Fixes

Added a short invulnerability on newly spawned players. This invulnerability goes away if the player moves or takes any action.

Added auto-run to infantry. Defaults to ‘=’ key and can be re-mapped in the keybinding settings.

Ctrl-F11 will now turn off the first person arms and weapon. You cannot shoot or interact with terminals while this option is turned on.

Reminder: Ctrl-F10 will turn off the UI.

Purchasing the second Medic C4 cert will no longer grant every class the ability to carry an additional C4. This bug allowed a number of classes to carry more C4 than what was intended.

Ace Tool ammo packs should now be properly affected by Ammo Pack certs.

Fixed bug that caused client and server ammo counts to be out of sync (for example, extra underbarrel rounds on your client that were doing no damage).

Vehicle Updates

Mouse movement optimizations have been made for vehicle turrets. They should feel a bit smoother and more responsive. Some players may find the sensitivity to be different and should adjust the sensitivity slider.

Players in vehicles can no longer capture points.

Some improvements were made for ground vehicles sliding – although hitting the slope maximum will still cause you to slide

Made adjustments to the Magrider so that combining strafe and forward velocity no longer provides an advantage to hill climbing

ESF Adjustments

Rotary Cannons

Added 10 rounds to the magazine of each rotary.

Magazine certifications reduced to 2/5/7/10

Ammo capacity raised

Projectile speed decreased slightly on all rotary cannons to help further define their role as a close range weapon.

Decreased maximum (close range) damage (It still maintains the best TTK at close range by a large margin).

Other Weapon Adjustments

M40 Fury and M40 Marauder

Projectile speed and gravity increased.

New, more distinct first person trail, to make it easier to see where shots are going.

M20 Drake & M20 Basilisk

Reload speed reduced to 3 seconds (down from 4 seconds)

M20 Drake

Increased projectile speed

Reduced gravity on projectile

E540 Halberd

These changes to E540 Halberd should put it between the Saron HRB and the ML85 Enforcer with their new changes.

Increased projectile speed.

Reduced projectile drop.

Increased time to reload by .25 seconds.

CAS30 Tank Buster

Reduced maximum damage slightly.

Damage fall off now begins at 50 meters. Down from 100.

Item Updates

New Decals
Back in my day, we didn’t have any decals. We had emblems, and we liked it that way! Relive the glory days with these classic decals.

Classic Bull Head Decal

Classic Celtic Decal

Classic Flame Decal

Classic Poodle Decal

Classic Red Star Decal

Classic Wings Decal

New Camos
Continent-specific camouflage will teach you the value of not being seen.

Amerish Scrub Camo

Indar Scrub Camo

Amerish Grassland Camo

Indar Canyons v2 Camo

Amerish Leaf Camo

Esamir Snow Camo

Indar Savanna Camo

New Weapons
Each faction now has a submachine gun that is useable by all classes except the MAX.

TR: SMG-46 Armistice

NC: AF-4 Cyclone

VS: Eridani SX5

UI Updates

A tiny bar that represents your progress towards earning your next cert point has been added to the cert point area on the HUD

Players now have the ability to customize empire colors on the HUD. The game will default to our "Enemy vs. Ally" color preset. The default colors can be changed from the General section in Settings.

The player's total experience bonuses are now displayed on the HUD, above the minimap. Mousing over the component will display a tooltip which details the bonuses.

Hotspots have been reworked. They have a much more visual representation on the map and are dependent on more precise and up-to-date activity metrics. Also, the color of the hotspots is now tied to the empire that is dominating the area.

With this change, "Instant Action" and "Hotspots" are no longer synonymous. Instant Action is meant to take you to a large fight where there's already a significant amount of allies. Hotspots are visual cues for where fights are, regardless of whether you have a significant amount of allies there or not.

Each column on the Outfit Members screen is now sortable.

New “Report” window. Typing “/report <playername>” into text chat will bring up an improved reporting UI to better help players inform CS of hackers, griefers, and general nuisance.

Clicking on player names with a bracket [] around them in the chat log and Voice & Chat screen will bring up a player actions menu with a variety of options: send message, add/remove friend, add/remove from squad, add/remove from outfit, and report.

You can click and drag in the chat log and Voice & Chat page of the Social window to select text for copy/pasting.

Added ignore list to Voice & Chat page of the Social window where you can view, add, and remove players that are ignored.

More contextual player nameplates : squad members have a green circle with the squad member # next to the player name, squad leaders/platoon leaders have stars next to the name

Profile screen, leaderboards, stats page, and tab scoreboard screen have been polished to show BR icons and revised to de-emphasize K/D as an important metric. Facilities Captured and Facilities Defended stats have been added to help emphasize teamwork instead.

Population bonuses (XP/Resources) are now granted based on continent population instead of server/world population.

Updates to Character/Vehicle Loadout Screens:

Attachment button should always be visible on the Equipment page and the selected weapon view of the Equipment Edit page.

All weapons that have attachments will always display the Change Attachments button regardless of whether the player owns attachments or not.

All tabs for attachments/customizations of weapons will be visible regardless of whether the player owns that type of attachment or not.

Tabs for which the player owns no attachments will be displayed as disabled.

If the player owns no attachments for a particular weapon, the customization screen will display a "You have no attachments..." string.

A Get More button has been added to the Customization view of the Equipment Edit page that will link the player to the certs page for that particular weapon.

The Get More button that was on the Weapon Selection view has been changed to be gold (since it links to the marketplace).

All equipment that does not have attachments (suit slots, ability slots, melee slots, etc) no longer have an information panel.

The item selection now spans the whole screen and has the ability to display up to four columns of items.

The resupply and auto resupply button/checkbox has been moved up to the stats area for items that can be resupplied.

Weapons now display camo in the loadout UI

Loadout Weapon Stats Bars now use the same ticks as seen in the Marketplace

Larger loadout screen changes will be coming next month

Fixed an issue that sometimes prevented individual squad leaders from within a platoon from promoting other members of their squad to leader status.

Mousing over chat area on top left of screen now brings up the chat menu

Fixed resource icons for Mechanized and Infantry resources in the session stats panel of the tab scoreboard (they were swapped).

Fixed an issue with grenade counts showing up as “1/0” when you were out of grenades.

Fixed issue with icons for connected benefits not drawing at low resolutions.

Added a stat tooltip to bundle items on the purchase preview screen- Items in bundles that have stats will have a stats tooltip when moused over on the purchase preview screen.

Clicking on the command list button should now take you to the commands list, with the top of the commands list being visible. Also, updated list of commands with new commands and removed commands no longer used.

Fix for wrong killspam icon showing up when a player crashes their own vehicle.

Broadcast messages should no longer show up twice in the chatbox.

Added music to the credits screen Music should start up when the player opens the credits screen.

Back button has been added to Bug Submission page that will return the player to the Support Menu Back button has been added to Command List page that will return the player to the Support Menu

Render Distance slider added to Graphics Settings

Significant UI performance improvements

Experience Updates

As an added bonus to our earliest supporters, we’ve increased the bonus percentage of our Alpha Squad boost to 50% resources and XP.

Added tiered kill xp

Killing a player who has been alive for less than 10 seconds and has not earned more than 5 xp will yield a diminished “Spawn Kill” xp reward of 25 xp

Killing a player who has been alive for more than 10 seconds, or earned more than 5 xp and less than 1000 xp will yield a normal “Kill” xp reward of 100 xp

Killing a player who has earned equal to or more than 1000 xp but less than 2000 xp will yield an enhanced “High Threat Kill” xp reward of 150 xp

Killing a player who has earned equal to or more than 2000 xp will yield an enhanced “Extreme Menace Kill” xp reward of 300 xp

Added Surface-to-Air Damage experience rewards

Applying a fair amount of damage to air vehicles while not in an air vehicle should now grant a 20 xp reward

Increased Sunderer Kill xp

Fixed a bug with the Sunderer ammo dispenser where a squaded driver did not receive xp from resupplying non-squadded friendly player vehicles

The global population xp and resource reward adjustments should now be granted to players on a continent based on that continent’s population level instead of the world population level

Facility Updates

Upgraded all spawn rooms to be more defensible. This should lead to less spawn camping.

Adjusted the tower to help reduce spawn camping.

Added Tunnels to the Amp Station and Tech plants. These tunnels are only accessibly by the defenders and emerge in key locations throughout the Facilities. This should lead to less spawn camping. (I see a theme)

At all Amp Stations and Saurva and Andvari, we added faction specific Jump Pads. Only the facility owners can use these jump pads. This should make getting around in these bases a little trickier for attackers, but not impact the defenders.

Warpgate ownership on all three continents were rotated.

Redesigned the Biolabs. There is better cover at the landing platforms which should lead to more interesting fights there.